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Re: 📝 Dev Discussion - Archetype Vibe Check
I'm in the summoner waiting room. I've always enjoyed minion master types in games, and if the execution matches the vision laid out originally, it's hands down going to be my favorite iteration.
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Re: 📝 Dev Discussion - Archetype Vibe Check
Class Resource = Divine Power, Courage, Advantage, etc
Class Mechanic = Sagas, Traps, Elemental Empowerment
Which archetype do you find the most fun to play? Why?
I think Bard, Rogue, and Fighter are the archetypes that present the most fun gameplay.
I think the kits of the Bard and Rogue are the most cohesive, with many of the spells having interactions within its own kit. Both Bard and Rogue also have solid fantasy pillars that they are built around, with Bards having Songs, Dances, and Melodies, and Rogue having Traps, Mobility, and Ailments such as bleed/poison. Additionally, both Rogue and Bards have fun class mechanics with Traps and Sagas.
Fighter on the other hand, is lacking in the diversity of its fantasy, but makes up for it with the fluidity of its kit, which gives it an edge over the other archetypes.
Which archetype do you find the least fun to play? Why?
I think Tank, Cleric, Mage, and Ranger are all lacking when it comes to class mechanics that are comparable to Sagas or Advantage/Traps (or they just have none at all).
Mage has fantasy pillars to some extent (Fire/Ice/Lightning), however, it does not feel like you get enough vertical power for these fantasies to meet players expectations. A lot of players want to be an Ice Mage, or a Fire Mage, however, only 3-4 abilities exist for each element, and players are pushed to use all the elements, which dilutes the fantasy. I also think the Mage is lacking a fun class mechanic.
Cleric feels very 1 dimensional. The skills are mostly just holy healing spells. I think it needs more diversity, such as including unholy spells, and perhaps a class mechanic/resource that responds to holy/unholy elements of the kit.
Tank has a lot of problems. Its kit feels the least cohesive out of all archetypes. Its identity gets eroded from the universal skills (primarily active block). Its class resource feels very bland, and it really does not have any class mechanic. Players should be able to achieve the class fantasy of block tank, mitigation tank, evasion tank, etc through their choice of abilities. The abilities should also have more interactions within the kit, and there should be a larger diversity of status conditions rather than just trips or staggers.
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
Universal skills feel like system bloat to the combat system. I would rather these abilities get fragmented and tuned for each archetype individually.
Weapon skill trees are very boring currently, with most weapons just providing the same options.
Many class resources feel copy/pasted across the different archetypes. Courage, Divine Power, and Momentum just feel like simple builder/spender resources that give some stat increases. Its ok to have this type of resource for 1 archetype, but when almost half of the archetypes have it, its a bit boring. Advantage is more interesting.
tl;dr:
Rogue = good
Bard = good
Fighter = improve skill diversity
Mage = create class resource, revamp class mechanic to allow for vertical element gameplay
Cleric = revamp class resource, create class mechanic, add unholy abilities
Tank = revamp class resource, create class mechanic, add inter-archetype interactions, diversify status conditions/CC-types, design the kit around fantasy pillars
Systems = remove universal skills/stamina and send these back to individual archetypes. revamp weapon skills to be more diverse.
Class Mechanic = Sagas, Traps, Elemental Empowerment
Which archetype do you find the most fun to play? Why?
I think Bard, Rogue, and Fighter are the archetypes that present the most fun gameplay.
I think the kits of the Bard and Rogue are the most cohesive, with many of the spells having interactions within its own kit. Both Bard and Rogue also have solid fantasy pillars that they are built around, with Bards having Songs, Dances, and Melodies, and Rogue having Traps, Mobility, and Ailments such as bleed/poison. Additionally, both Rogue and Bards have fun class mechanics with Traps and Sagas.
Fighter on the other hand, is lacking in the diversity of its fantasy, but makes up for it with the fluidity of its kit, which gives it an edge over the other archetypes.
Which archetype do you find the least fun to play? Why?
I think Tank, Cleric, Mage, and Ranger are all lacking when it comes to class mechanics that are comparable to Sagas or Advantage/Traps (or they just have none at all).
Mage has fantasy pillars to some extent (Fire/Ice/Lightning), however, it does not feel like you get enough vertical power for these fantasies to meet players expectations. A lot of players want to be an Ice Mage, or a Fire Mage, however, only 3-4 abilities exist for each element, and players are pushed to use all the elements, which dilutes the fantasy. I also think the Mage is lacking a fun class mechanic.
Cleric feels very 1 dimensional. The skills are mostly just holy healing spells. I think it needs more diversity, such as including unholy spells, and perhaps a class mechanic/resource that responds to holy/unholy elements of the kit.
Tank has a lot of problems. Its kit feels the least cohesive out of all archetypes. Its identity gets eroded from the universal skills (primarily active block). Its class resource feels very bland, and it really does not have any class mechanic. Players should be able to achieve the class fantasy of block tank, mitigation tank, evasion tank, etc through their choice of abilities. The abilities should also have more interactions within the kit, and there should be a larger diversity of status conditions rather than just trips or staggers.
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
Universal skills feel like system bloat to the combat system. I would rather these abilities get fragmented and tuned for each archetype individually.
Weapon skill trees are very boring currently, with most weapons just providing the same options.
Many class resources feel copy/pasted across the different archetypes. Courage, Divine Power, and Momentum just feel like simple builder/spender resources that give some stat increases. Its ok to have this type of resource for 1 archetype, but when almost half of the archetypes have it, its a bit boring. Advantage is more interesting.
tl;dr:
Rogue = good
Bard = good
Fighter = improve skill diversity
Mage = create class resource, revamp class mechanic to allow for vertical element gameplay
Cleric = revamp class resource, create class mechanic, add unholy abilities
Tank = revamp class resource, create class mechanic, add inter-archetype interactions, diversify status conditions/CC-types, design the kit around fantasy pillars
Systems = remove universal skills/stamina and send these back to individual archetypes. revamp weapon skills to be more diverse.
Re: Steven, Please Rethink “Not for Everyone”
every single game is "not for everyone". The difference is ashes actually tells you so.
This is more or less correct, Yes.
But Ashes will be HARD-LINE in the Aspects Sir Steven wants in the Game at Release and "how" the Gameplay will be - and "how" Groups of Players will be able to influence the World.
It will be different from most Games out there - if not all Games.
No matter how People nag, beg, or complain.
Aszkalon
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Re: Character Models
Enigmatic Sage wrote: »Don't be sexist... LOL ( sorry I couldn't resist )
Oh yes the irony in that statement innit
lol
well at least you found the humour in it that I was going for
Re: FPS DROP AND CRASH on PTR
The Machine Spirit of your Graphic Card is strong - but even then,
the (true) Alpha shows it's nasty, true Colors. Until things are optimized - Chaos has it's slithering tentacles all about the PTR and sometimes also Live(?) Test Servers.
the (true) Alpha shows it's nasty, true Colors. Until things are optimized - Chaos has it's slithering tentacles all about the PTR and sometimes also Live(?) Test Servers.
Aszkalon
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Re: Character Models
Enigmatic Sage wrote: »Don't be sexist... LOL ( sorry I couldn't resist )
Oh yeah the irony in that statement innit

Kallysha
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Re: Character Models: Too similar?
Characters look ugly and frumpy. Men and women are mostly not defined well enough. My wife really hates her female chars. My guess we are on where close to final pass.
Re: Character Models
I am super curious, the entire community thinks the models look like trash, and every time this topic gets brought up, the same response is given " it's an alpha bro, models are not important right now and are place holder"
But then it concerns me deeply that intrepid have announced they are implementing 100 or more cosmetic costumes at the start of phase 3, which must have all been modelled for these character models? I really hope that intrepid can see that they need to ditch the current models and that the art looks absolutely terrible instead of trying to patch changes in like different eye colours or hair styles.. basically every single race right now including the vek and both dwarf races are just humans with different hair styles or weight
this , i doubt there is saving whatever these races are , like hell steven was happy with the character looks today while looking at a ugly dwarf that had most of its face covered outside of its gigantic nose which was also as big as a gnome which is something they said they fixed but they really didnt ,so much for listening to feedback...like holy hell
A bit disappointed / Overall too tedious (sort of)
Hello.
Please be lenitent, not native.
Bare that's just from my perspective and i'm pretty sure i didn't understood how AoC is meant to be play.
So, after roughly 8/10h in game i'm feeling somewhat exausted.
I mean, as a PVEr i felt a bit lost, as per lack of driven.
After a bunch of (pretty shallow tbf) quest I found myself squattering around with no real meaning, just lumbering & mining randomly.
The feeling that gathering activities left me were too tedious, outrageously too much time consuming (and professions, jeez, 5/10min IRL to process something? No, tysm but this is not what I mean for "entartaining") and pretty much everything else (that I should have still learning) I have no genuine clue where to find them ...unless it will involve wandering around even more randomly.
The map wasn't really of any help just to have any breif understanding to where the "important things" are.
Movements & combat mechanics are... decent to say the most but nothing really refreshing.
The thought that strucked me was "Oh for fluff sake... not another "Albion"! Not another "fresh new MMO" with the same vibes as the least 20 years", 'cause for a 2024/2025 game I genuinely felt it a bit outdated.
I didn't really had any great "expectation" regarding AoC but it would have been nice to have something truly "new", at least once in a while but again maybe it's just me that i'm the wrong kind of audience.
I get it's still WiP & maybe some aspects will be revised but as a new player I don't feel compelled to come back, at least for now.
Nontheless I wish other players will enjoy it.
Please be lenitent, not native.
Bare that's just from my perspective and i'm pretty sure i didn't understood how AoC is meant to be play.
So, after roughly 8/10h in game i'm feeling somewhat exausted.
I mean, as a PVEr i felt a bit lost, as per lack of driven.
After a bunch of (pretty shallow tbf) quest I found myself squattering around with no real meaning, just lumbering & mining randomly.
The feeling that gathering activities left me were too tedious, outrageously too much time consuming (and professions, jeez, 5/10min IRL to process something? No, tysm but this is not what I mean for "entartaining") and pretty much everything else (that I should have still learning) I have no genuine clue where to find them ...unless it will involve wandering around even more randomly.
The map wasn't really of any help just to have any breif understanding to where the "important things" are.
Movements & combat mechanics are... decent to say the most but nothing really refreshing.
The thought that strucked me was "Oh for fluff sake... not another "Albion"! Not another "fresh new MMO" with the same vibes as the least 20 years", 'cause for a 2024/2025 game I genuinely felt it a bit outdated.
I didn't really had any great "expectation" regarding AoC but it would have been nice to have something truly "new", at least once in a while but again maybe it's just me that i'm the wrong kind of audience.
I get it's still WiP & maybe some aspects will be revised but as a new player I don't feel compelled to come back, at least for now.
Nontheless I wish other players will enjoy it.
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Re: Amazing world, painfully dull grind
ordotemplarii wrote: »When i mine Ore's in the World of Worst of ever Story-written Warcraft,
i get EXP.
When i pick up Herbs in Worst of ever-Story-written Warcraft -> i get EXP.
I can't remember when this was patched in. But i liked it. I really really liked it. It was definitely one of the best Additions to the Content of the whole Game.
The Option to do something else than to senselessly slaughter countless Mobs over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again.
Did You Guys ever heard something,
alone the Lines of like : " Power ... ... ... ... usually always comes with a Price. "
When i - in Phase 1 during the likes of Middle-November or so,
had killed S~OOOOOOOOOOOOOOOOOOOOOOOOOOO MANY Goblins - that i had the feeling between insane headache i had something that felt like a drop of blood maybe bleeding inside my brain or so,
you know a HOT-COLD-WET-"tingle" somewhere inside my brain. ()
I decided the Prize is too high.
It is just too high.
I gave up around 5% of EXP after reaching LvL 11 towards LvL 12,
and i was disappointed into myself and felt bad for no longer being able to test. But that was my Limit.
Jepp.
Figured i better stop. I should admit it here right now.
In WoW Vanilla when levelling was insanely hard -> before Burning Crusade -> the ever first Expansion of Worst of Warcraft -> i managed to level THREE Characters up to LvL 60 back then - which was the Max-Level in WoW Vanilla,
and it was no biggie. It was doable. It wasn't bad. I don't know what was so different in Ashes of Creatio Phase 1 killing Mobs around Aela/the Starting Area.
But it felt different.
It felt like i am chained down. And i am struggling for every single Percent of EXP for every Level. Knowing fully well i would be set back should i die even a single time..
I'm in the same boat as you, the 6 days played of solo questing in vanilla felt doable and even enjoyable. The clear difference in ashes is that the game does not feel intended to be solo'd, there is no clear progression durotar, to crossroads, to wailing caverns, etc. You do not feel like you're where you are supposed to be ever in ashes. I never got the sense that I had a functioning class and rotation.
That is because WoW is a themepark MMORPG. right from the gate, you are given a class that makes sense and you only have minor choices to make, and you are given content that will continue to point you towards the next piece of content - until you hit the last piece.
Ashes is more of a sandbox (though not a full sandbox), where you are given the components of a class, but have to build it yourself (we don't yet have all of the components to build a functioning class).
Content is also very different to WoW. You won't be pointed towards the next thing, rather, you have to go out and find it - knowing that there may be no content to find other than a few mobs to grind on.
So, what the two of you are talking about here is - at least in part - the games intended design right from the beginning.
Noaani
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